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Jolene Fisher

anne frances wysocki * work - 2 views

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    I was looking back at this (really interesting) multimedia writing work by Anne Wysocki and noticed how many of the pieces required special players and ample download time/space - Flash Player, Shockwave Player, 1.5 MB of download space - which got me thinking about platform/storage restrictions and digital accessibility. In many instances, a researcher may need not only specific digital skills/knowledge, but also specific platforms, players, software, memory space, etc. to conduct her work. And as players, platforms, software, etc. are upgraded, older digital texts may become less accessible. On that note, I have been taking screen shots of all of the scenes in the Facebook game I'm currently studying. Why? One reason is so I can put these screen shots into a presentation, but the more pressing reason is that another game I'm really interested in looking at (Food Force, a social media game from 2005 - so ancient, right?) is no longer accessible. In its place is a Facebook page with a big bandaged thumb and a "Sorry! This page has been removed." message. An ethnography conducted in a digital space, it seems, requires just as much "recording" as one in an offline space.
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    I think it is a great question to ask where will all the digital information go once it becomes out of date> I was working with a program called Scalar last term (a very useful tool) which allows you to show information in different ways. It was built for use in the Digital Humanities. One of its fatal flaws, in my opinion, is that it relies primarily on links to information, images, and video out in cyber space. If you build a project around this, there is no guarantee that the information will be available for any length of time and then what do you do? I think this is an issue more and more as new software updates and the old information can either not be found or is no longer accessible.
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    The life and preservation of the digital world is a huge question, and one that I don't think enough people are considering. I see more and more of my friends taking all their photos with smartphones and loading them to Instagram or Facebook, or worse never moving them beyond their phones. I wonder what photos will have survived in 20 years when their children are looking to make wedding or anniversary slide shows, or simply becoming interested in their own pasts. There are no hard copies of these images, and while hard copies are vulnerable, so are digital copies for a number of reasons.
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    great points in this discussion, especially around issues of "access"...which range from having the "right" tech to get into a site to ADA regulations/requirements. Also, preservation is a complicated facet of access and one worth discussing seriously in this course as we think about digital data.
Mara Williams

Vectors Journal of Culture and Technology in a Dynamic Vernacular - 3 views

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    Vectors is a beautiful journal of culture and technology. It pushes its contributors to present research in innovative ways. Not every piece is ethnographic, but it may inspire us to present our research in visually stunning ways. This would be great to consider in week 9.
John Fenn

What is a Subcultural Scene? | BenjaminWoo.net - 2 views

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    I really like the concept of "scene," as it is applied here. The author uses it to mean the ways groups of people gather in clusters historically, emotionally, and physically. He argues the term avoids the "fetishiz­ing tendencies of subcultural theory". Does it, though? If mapping and analyzing subcultures brings with it a temptation to nail down hierarchies of taste cultures (as in - "my study of zine making shows this is a real zine, that is not" - a temptation that looms even bigger for those of us who try to study our own subcultures), how does scene help us avoid that? Might I be tempted to flash my knowledge of the scene/ being a scenester in ways that produce the same effect? The visualizations help map out the fluid connection between actors and organizations. Describing local fan communities as "a nexus of niches" is tremendously helpful. I'd be interested to see this kind of network analysis applied to online fandoms across platforms. Thinking about the graph though, I'm not sure I need it to understand what he found. It looks cool (and bonus - !science), but I could do just as well without it. If the graph isn't supporting the argument - what is it doing? Final note - I like the choice of the word "patronage" - it may capture something really interesting about the relational and inter-generational aspect of scenes!
mikecorr

Resource and Tutorials for Professional Digital Media Designers - Digital Arts - 0 views

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    A great resource for free graphic tutorials. Tutorials are arranged by software type: Adobe Illustrator After Effects Dreamweaver Final Cut Pro Flash Pro InDesign Manga Studio Maxon Cinema 4D Maya Muse Nuke Painter Photoshop Premiere Pro QuarkXPress RealFlow; & by Techniques: Animation Colour Drawing Fashion illustration Graphic Design Hacking & Maker Hand-made Illustration Interactive & Web Design Lighting effects Mixed media Painting Patterns Photo retouch Photography Printing Typography Vector VFX Video Web. *Tutorials are available for all skill levels.
Tongyu Wu

Dedoose crash shows dangers of handing data to cloud services @insidehighered - 0 views

  • Lauren Nicoll, a Ph.D. student in sociology at Northeastern University, said she had her research project open when Dedoose’s services crashed. As she attempted to assign a code to an interview quote, the screen flashed an error message. She closed the browser, logged back in, and then saw the project had vanished.
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    Nice follow up to David's post on Dedoose's crash
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